Objects are placed in the patcher to start programming with Max.
An object is a block of code, a list of commands or actions that will be performed under certain conditions.
To us, in Max an object just looks like a box with a name, or as a graphical object (slider, toggle, bang, number box…), with some inlets and some outlets.
Its function is most likely specified by its name, and hovering with the mouse each of its inlets and outlets will tell us respectively what type of data the object is expecting to be fed upon or to deliver.
Please refer to the page Things to practice in Max to learn the essential shortcuts to create your first objects in a patcher.
The “~“ sign, placed after a name of an object, is an important symbol that indicates what type of data is passing through Max. The main distinction between objects is that some of them deal with data, some with audio signals, other with video signals. The ~ sign placed after the object’s name indicates it deals with audio signals. Objects designed to deal with video signals have their name preceded by the text “jit.”. Objects that deals only with plain data can be recognised by their grey patch cords.
Certain objects might be designed to receive only audio signals, some others only data, or some could accept both and also video. How each Max object handles the different data is an important part the programming syntax you need to learn.